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8/8/2025, 3:38:30 PM
>>534432495
>more empty space in each dungeon where it feels more barren
For sure that's a part of it. But I do think it's more of a lack of interesting puzzle solving mechanics in your traversal
I'm trying to remember what mechanics there were in any dungeons to solve and move around but nothing stands out. Levers. Doors. Etc
I guess what I'm really talking about here were all of those "side dungeons" for all the bounties. They're kind of AIDS.
There were so many of them, and they were almost always lifeless and generic areas that they all began to blend together.
I remember falling through floors, and climbing ladders. Crawling through not vents. That's about it.
I am admittedly kind of retarded though, so perhaps there was some amazing interactivity that I am blanking on
>>534432645
how dare people discuss things without you involved
>>534433272
He could be right though, I only really played the first dungeon. But that first dungeon had more interactivity in each room than most dungeons in Metaphor
>more empty space in each dungeon where it feels more barren
For sure that's a part of it. But I do think it's more of a lack of interesting puzzle solving mechanics in your traversal
I'm trying to remember what mechanics there were in any dungeons to solve and move around but nothing stands out. Levers. Doors. Etc
I guess what I'm really talking about here were all of those "side dungeons" for all the bounties. They're kind of AIDS.
There were so many of them, and they were almost always lifeless and generic areas that they all began to blend together.
I remember falling through floors, and climbing ladders. Crawling through not vents. That's about it.
I am admittedly kind of retarded though, so perhaps there was some amazing interactivity that I am blanking on
>>534432645
how dare people discuss things without you involved
>>534433272
He could be right though, I only really played the first dungeon. But that first dungeon had more interactivity in each room than most dungeons in Metaphor
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